nazra7 Posted July 15, 2016 Share Posted July 15, 2016 Hello everyone, I'm currently working on my first mod, a custom follower. It's all coming out well so far, Its pretty much done except I want to make a custom voice for it. But all of the tutorials I've been able to find for custom follower voices says the follower will become incompatible with the ultimate follower overhaul mod. I use this so naturally I want to use a tutorial that won't cause this incompatibility. Does anyone know of any tutorials to make custom follower voices that won't cause my follower to become incompatible with UFO? Or is it to where all custom voiced followers are incompatible with UFO? Any advise would be greatly appreciated! Thank you. Link to comment Share on other sites More sharing options...
jboyd4 Posted July 15, 2016 Share Posted July 15, 2016 You might try the one over on deck 16. I used it to make a custom voice follower, and she doesn't seem to have any problems with UFO, though I did install UFO after I'd made the custom voice work. Link to comment Share on other sites More sharing options...
nazra7 Posted July 15, 2016 Author Share Posted July 15, 2016 (edited) Thanks for the reply. That was one of the tutorials I was going to try, but the first part of the guide says this: "Edit: This guide is getting old now. It should still work, but I strongly suggest you read this addendum (link) before attempting it." And in the "Addendum" section of the guide, it says: "Secondly, be aware that followers made using my guide:May or may not be compatible with mods like Ultimate Follower Overhaul.May or may not be compatible with other mods that add extra followers." I really don't want my follower to have problems with the Ultimate Follower Overhaul mod >_<; I'm really wondering why the custom voiced followers made with these tutorials become incompatible with UFO? More specifically, what exactly is done in the tutorial that causes this incompatibility? I would have thought that anyone wanting to make a custom voiced follower would want it use it with UFO. Edited July 15, 2016 by nazra7 Link to comment Share on other sites More sharing options...
soupdragon1234 Posted July 15, 2016 Share Posted July 15, 2016 Why don't you try it and find out? Its only a "may or may not" cause problems, which sounds like a general disclaimer to me (I add them myself on occasion to try and cut down on the "OMFG you ****ed my game you tool!" and the like comments which may or may not have anything to do with my mod, either way its rarely worth the effort trying to track them all down as anything that deviates from vanilla is like chasing infinite rabbits down infinte holes). In short its a get-out-of-jail-free card as its impossible to know all variables, if it works in vanilla thats good enough. Anything else is an unknown quantity. Link to comment Share on other sites More sharing options...
nachtdaemmerung77 Posted July 15, 2016 Share Posted July 15, 2016 I have some experience with custom voice followers, and it seems the most important thing to make them work fine with UFO (and AFT) is that you use the same Papyrus functions for recruiting and dismissing as vanilla followers do. Also use the proper follower factions, and use the CurrentFollowerFaction to check if the follower is currently following or not. There might be some small glitches, but those can surely be patched. For example, Minerva comes with those patches. Hope that helps you a bit. Link to comment Share on other sites More sharing options...
nazra7 Posted July 16, 2016 Author Share Posted July 16, 2016 (edited) On 7/15/2016 at 8:19 PM, nachtdaemmerung77 said: I have some experience with custom voice followers, and it seems the most important thing to make them work fine with UFO (and AFT) is that you use the same Papyrus functions for recruiting and dismissing as vanilla followers do. Also use the proper follower factions, and use the CurrentFollowerFaction to check if the follower is currently following or not. There might be some small glitches, but those can surely be patched. For example, Minerva comes with those patches. Hope that helps you a bit.Thanks that does help me out a lot. But how can I know if my custom follower is using the same papyrus functions for recruiting and dismissing? I'm really new to modding, so I'm sorry if this is basic knowledge. But I can't seem to find any specific details on how to make sure my custom voiced follower will be fine with UFO. I don't want to spend hours following a tutorial just to have it crash and burn on me in the end if I don't have to. I've already had that happen to me several times now. My follower already took me 4 days to finish what I have done so far, and that's because the first 3 days were nothing but following many different tutorials that did not work out in the end for one reason or another. It was extremely frustrating... Thanks again. Edited July 16, 2016 by nazra7 Link to comment Share on other sites More sharing options...
nachtdaemmerung77 Posted July 16, 2016 Share Posted July 16, 2016 If I remember correctly, the Deck16 tutorial copies Mjoll's follower dialogue and then make changes to it to work for the new follower. In that case your follower will use the vanilla functions per default as they're copied as well. But if you want to double-check it, the script fragments are: To recruit:(pDialogueFollower as DialogueFollowerScript).SetFollower(akspeaker)To dismiss:If !(akspeaker.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) EndIf Link to comment Share on other sites More sharing options...
nazra7 Posted July 18, 2016 Author Share Posted July 18, 2016 Thanks again nachtdaemmerung77. What program do I use to check the script? And what file do I open? My follower's .esp file? Or is this done in the creation kit? Link to comment Share on other sites More sharing options...
nachtdaemmerung77 Posted July 18, 2016 Share Posted July 18, 2016 It's in the Creation Kit. Just open the respective quest where the dialogue is and look for the "Follow me, I need your help" and "I think we should part ways" lines. When you open them by double-click, the associated Papyrus script are in the lower third of the window. Here's some visual guide, just ignore the "CODE NOT LOADED" http://i.imgur.com/EoLhXi9.jpg Link to comment Share on other sites More sharing options...
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